textureCUBE Texture : register(t0);
samplerCUBE TextureSampler = sampler_state
{
	Texture = <Texture>;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
};

void PSMain(
	float3 iPosition : TEXCOORD0,

	out float4 oColor : COLOR0 )
{
	oColor = texCUBE(TextureSampler, normalize(iPosition));
}
